/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "FrameAnimator.h" #include #include "LookupResult.h" #include "RasterImage.h" #include "imgIContainer.h" #include "mozilla/CheckedInt.h" #include "mozilla/ProfilerLabels.h" #include "mozilla/StaticPrefs_image.h" namespace mozilla { using namespace gfx; namespace image { /////////////////////////////////////////////////////////////////////////////// // AnimationState implementation. /////////////////////////////////////////////////////////////////////////////// const gfx::IntRect AnimationState::UpdateState( RasterImage* aImage, const gfx::IntSize& aSize, bool aAllowInvalidation /* = true */) { LookupResult result = SurfaceCache::Lookup( ImageKey(aImage), RasterSurfaceKey(aSize, DefaultSurfaceFlags(), PlaybackType::eAnimated), /* aMarkUsed = */ false); return UpdateStateInternal(result, aSize, aAllowInvalidation); } const gfx::IntRect AnimationState::UpdateStateInternal( LookupResult& aResult, const gfx::IntSize& aSize, bool aAllowInvalidation /* = true */) { // Update mDiscarded and mIsCurrentlyDecoded. if (aResult.Type() == MatchType::NOT_FOUND) { // no frames, we've either been discarded, or never been decoded before. mDiscarded = mHasBeenDecoded; mIsCurrentlyDecoded = false; } else if (aResult.Type() == MatchType::PENDING) { // no frames yet, but a decoder is or will be working on it. mDiscarded = false; mIsCurrentlyDecoded = false; mHasRequestedDecode = true; } else { MOZ_ASSERT(aResult.Type() == MatchType::EXACT); mDiscarded = false; mHasRequestedDecode = true; // If we can seek to the current animation frame we consider it decoded. // Animated images are never fully decoded unless very short. // Note that we use GetFrame instead of Seek here. The difference is that // Seek eventually calls AnimationFrameBuffer::Get with aForDisplay == true, // whereas GetFrame calls AnimationFrameBuffer::Get with aForDisplay == // false. The aForDisplay can change whether those functions succeed or not // (only for the first frame). Since this is not for display we want to pass // aForDisplay == false, but also for consistency with // RequestRefresh/AdvanceFrame, because we want our state to be in sync with // those functions. The user of Seek (GetCompositedFrame) doesn't need to be // in sync with our state. RefPtr currentFrame = bool(aResult.Surface()) ? aResult.Surface().GetFrame(mCurrentAnimationFrameIndex) : nullptr; mIsCurrentlyDecoded = !!currentFrame; } gfx::IntRect ret; if (aAllowInvalidation) { // Update the value of mCompositedFrameInvalid. if (mIsCurrentlyDecoded) { // It is safe to clear mCompositedFrameInvalid safe to do for images that // are fully decoded but aren't finished animating because before we paint // the refresh driver will call into us to advance to the correct frame, // and that will succeed because we have all the frames. if (mCompositedFrameInvalid) { // Invalidate if we are marking the composited frame valid. ret.SizeTo(aSize); } mCompositedFrameInvalid = false; } else { if (mHasRequestedDecode) { MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup()); mCompositedFrameInvalid = true; } } // Otherwise don't change the value of mCompositedFrameInvalid, it will be // updated by RequestRefresh. } return ret; } void AnimationState::NotifyDecodeComplete() { mHasBeenDecoded = true; } void AnimationState::ResetAnimation() { mCurrentAnimationFrameIndex = 0; } void AnimationState::SetAnimationMode(uint16_t aAnimationMode) { mAnimationMode = aAnimationMode; } void AnimationState::UpdateKnownFrameCount(uint32_t aFrameCount) { if (aFrameCount <= mFrameCount) { // Nothing to do. Since we can redecode animated images, we may see the same // sequence of updates replayed again, so seeing a smaller frame count than // what we already know about doesn't indicate an error. return; } MOZ_ASSERT(!mHasBeenDecoded, "Adding new frames after decoding is finished?"); MOZ_ASSERT(aFrameCount <= mFrameCount + 1, "Skipped a frame?"); mFrameCount = aFrameCount; } Maybe AnimationState::FrameCount() const { return mHasBeenDecoded ? Some(mFrameCount) : Nothing(); } void AnimationState::SetFirstFrameRefreshArea(const IntRect& aRefreshArea) { mFirstFrameRefreshArea = aRefreshArea; } void AnimationState::InitAnimationFrameTimeIfNecessary() { if (mCurrentAnimationFrameTime.IsNull()) { mCurrentAnimationFrameTime = TimeStamp::Now(); } } void AnimationState::SetAnimationFrameTime(const TimeStamp& aTime) { mCurrentAnimationFrameTime = aTime; } bool AnimationState::MaybeAdvanceAnimationFrameTime(const TimeStamp& aTime) { if (!StaticPrefs::image_animated_resume_from_last_displayed() || mCurrentAnimationFrameTime >= aTime) { return false; } // We are configured to stop an animation when it is out of view, and restart // it from the same point when it comes back into view. The same applies if it // was discarded while out of view. mCurrentAnimationFrameTime = aTime; return true; } uint32_t AnimationState::GetCurrentAnimationFrameIndex() const { return mCurrentAnimationFrameIndex; } FrameTimeout AnimationState::LoopLength() const { // If we don't know the loop length yet, we have to treat it as infinite. if (!mLoopLength) { return FrameTimeout::Forever(); } MOZ_ASSERT(mHasBeenDecoded, "We know the loop length but decoding isn't done?"); // If we're not looping, a single loop time has no meaning. if (mAnimationMode != imgIContainer::kNormalAnimMode) { return FrameTimeout::Forever(); } return *mLoopLength; } /////////////////////////////////////////////////////////////////////////////// // FrameAnimator implementation. /////////////////////////////////////////////////////////////////////////////// TimeStamp FrameAnimator::GetCurrentImgFrameEndTime( AnimationState& aState, FrameTimeout aCurrentTimeout) const { if (aCurrentTimeout == FrameTimeout::Forever()) { // We need to return a sentinel value in this case, because our logic // doesn't work correctly if we have an infinitely long timeout. We use one // year in the future as the sentinel because it works with the loop in // RequestRefresh() below. // XXX(seth): It'd be preferable to make our logic work correctly with // infinitely long timeouts. return TimeStamp::NowLoRes() + TimeDuration::FromMilliseconds(31536000.0); } TimeDuration durationOfTimeout = TimeDuration::FromMilliseconds(double(aCurrentTimeout.AsMilliseconds())); return aState.mCurrentAnimationFrameTime + durationOfTimeout; } RefreshResult FrameAnimator::AdvanceFrame(AnimationState& aState, DrawableSurface& aFrames, RefPtr& aCurrentFrame, TimeStamp aTime) { AUTO_PROFILER_LABEL("FrameAnimator::AdvanceFrame", GRAPHICS); RefreshResult ret; // Determine what the next frame is, taking into account looping. uint32_t currentFrameIndex = aState.mCurrentAnimationFrameIndex; uint32_t nextFrameIndex = currentFrameIndex + 1; // Check if we're at the end of the loop. (FrameCount() returns Nothing() if // we don't know the total count yet.) if (aState.FrameCount() == Some(nextFrameIndex)) { // If we are not looping forever, initialize the loop counter if (aState.mLoopRemainingCount < 0 && aState.LoopCount() >= 0) { aState.mLoopRemainingCount = aState.LoopCount(); } // If animation mode is "loop once", or we're at end of loop counter, // it's time to stop animating. if (aState.mAnimationMode == imgIContainer::kLoopOnceAnimMode || aState.mLoopRemainingCount == 0) { ret.mAnimationFinished = true; } nextFrameIndex = 0; if (aState.mLoopRemainingCount > 0) { aState.mLoopRemainingCount--; } // If we're done, exit early. if (ret.mAnimationFinished) { return ret; } } if (nextFrameIndex >= aState.KnownFrameCount()) { // We've already advanced to the last decoded frame, nothing more we can do. // We're blocked by network/decoding from displaying the animation at the // rate specified, so that means the frame we are displaying (the latest // available) is the frame we want to be displaying at this time. So we // update the current animation time. If we didn't update the current // animation time then it could lag behind, which would indicate that we are // behind in the animation and should try to catch up. When we are done // decoding (and thus can loop around back to the start of the animation) we // would then jump to a random point in the animation to try to catch up. // But we were never behind in the animation. aState.mCurrentAnimationFrameTime = aTime; return ret; } // There can be frames in the surface cache with index >= KnownFrameCount() // which GetRawFrame() can access because an async decoder has decoded them, // but which AnimationState doesn't know about yet because we haven't received // the appropriate notification on the main thread. Make sure we stay in sync // with AnimationState. MOZ_ASSERT(nextFrameIndex < aState.KnownFrameCount()); RefPtr nextFrame = aFrames.GetFrame(nextFrameIndex); // We should always check to see if we have the next frame even if we have // previously finished decoding. If we needed to redecode (e.g. due to a draw // failure) we would have discarded all the old frames and may not yet have // the new ones. DrawableSurface::RawAccessRef promises to only return // finished frames. if (!nextFrame) { // Uh oh, the frame we want to show is currently being decoded (partial). // Similar to the above case, we could be blocked by network or decoding, // and so we should advance our current time rather than risk jumping // through the animation. We will wait until the next refresh driver tick // and try again. aState.mCurrentAnimationFrameTime = aTime; return ret; } if (nextFrame->GetTimeout() == FrameTimeout::Forever()) { ret.mAnimationFinished = true; } if (nextFrameIndex == 0) { ret.mDirtyRect = aState.FirstFrameRefreshArea(); } else { ret.mDirtyRect = nextFrame->GetDirtyRect(); } aState.mCurrentAnimationFrameTime = GetCurrentImgFrameEndTime(aState, aCurrentFrame->GetTimeout()); // If we can get closer to the current time by a multiple of the image's loop // time, we should. We can only do this if we're done decoding; otherwise, we // don't know the full loop length, and LoopLength() will have to return // FrameTimeout::Forever(). We also skip this for images with a finite loop // count if we have initialized mLoopRemainingCount (it only gets initialized // after one full loop). FrameTimeout loopTime = aState.LoopLength(); if (loopTime != FrameTimeout::Forever() && (aState.LoopCount() < 0 || aState.mLoopRemainingCount >= 0)) { TimeDuration delay = aTime - aState.mCurrentAnimationFrameTime; if (delay.ToMilliseconds() > loopTime.AsMilliseconds()) { // Explicitly use integer division to get the floor of the number of // loops. uint64_t loops = static_cast(delay.ToMilliseconds()) / loopTime.AsMilliseconds(); // If we have a finite loop count limit the number of loops we advance. if (aState.mLoopRemainingCount >= 0) { MOZ_ASSERT(aState.LoopCount() >= 0); loops = std::min(loops, CheckedUint64(aState.mLoopRemainingCount).value()); } aState.mCurrentAnimationFrameTime += TimeDuration::FromMilliseconds(loops * loopTime.AsMilliseconds()); if (aState.mLoopRemainingCount >= 0) { MOZ_ASSERT(loops <= CheckedUint64(aState.mLoopRemainingCount).value()); aState.mLoopRemainingCount -= CheckedInt32(loops).value(); } } } // Set currentAnimationFrameIndex at the last possible moment aState.mCurrentAnimationFrameIndex = nextFrameIndex; aCurrentFrame = std::move(nextFrame); aFrames.Advance(nextFrameIndex); // If we're here, we successfully advanced the frame. ret.mFrameAdvanced = true; return ret; } void FrameAnimator::ResetAnimation(AnimationState& aState) { aState.ResetAnimation(); // Our surface provider is synchronized to our state, so we need to reset its // state as well, if we still have one. SurfaceCache::ResetAnimation( ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated)); // Calling Reset on the surface of the animation can cause discarding surface // providers to throw out all their frames so refresh our state. OrientedIntRect rect = OrientedIntRect::FromUnknownRect(aState.UpdateState(mImage, mSize)); if (!rect.IsEmpty()) { nsCOMPtr eventTarget = do_GetMainThread(); RefPtr image = mImage; nsCOMPtr ev = NS_NewRunnableFunction( "FrameAnimator::ResetAnimation", [=]() -> void { image->NotifyProgress(NoProgress, rect); }); eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL); } } RefreshResult FrameAnimator::RequestRefresh(AnimationState& aState, const TimeStamp& aTime) { // By default, an empty RefreshResult. RefreshResult ret; if (aState.IsDiscarded()) { aState.MaybeAdvanceAnimationFrameTime(aTime); return ret; } // Get the animation frames once now, and pass them down to callees because // the surface could be discarded at anytime on a different thread. This is // must easier to reason about then trying to write code that is safe to // having the surface disappear at anytime. LookupResult result = SurfaceCache::Lookup( ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated), /* aMarkUsed = */ true); ret.mDirtyRect = aState.UpdateStateInternal(result, mSize); if (aState.IsDiscarded() || !result) { aState.MaybeAdvanceAnimationFrameTime(aTime); return ret; } RefPtr currentFrame = result.Surface().GetFrame(aState.mCurrentAnimationFrameIndex); // only advance the frame if the current time is greater than or // equal to the current frame's end time. if (!currentFrame) { MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup()); MOZ_ASSERT(aState.GetHasRequestedDecode() && !aState.GetIsCurrentlyDecoded()); MOZ_ASSERT(aState.mCompositedFrameInvalid); // Nothing we can do but wait for our previous current frame to be decoded // again so we can determine what to do next. aState.MaybeAdvanceAnimationFrameTime(aTime); return ret; } TimeStamp currentFrameEndTime = GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout()); // If nothing has accessed the composited frame since the last time we // advanced, then there is no point in continuing to advance the animation. // This has the effect of freezing the animation while not in view. if (!result.Surface().MayAdvance() && aState.MaybeAdvanceAnimationFrameTime(aTime)) { return ret; } while (currentFrameEndTime <= aTime) { TimeStamp oldFrameEndTime = currentFrameEndTime; RefreshResult frameRes = AdvanceFrame(aState, result.Surface(), currentFrame, aTime); // Accumulate our result for returning to callers. ret.Accumulate(frameRes); // currentFrame was updated by AdvanceFrame so it is still current. currentFrameEndTime = GetCurrentImgFrameEndTime(aState, currentFrame->GetTimeout()); // If we didn't advance a frame, and our frame end time didn't change, // then we need to break out of this loop & wait for the frame(s) // to finish downloading. if (!frameRes.mFrameAdvanced && currentFrameEndTime == oldFrameEndTime) { break; } } // We should only mark the composited frame as valid and reset the dirty rect // if we advanced (meaning the next frame was actually produced somehow), the // composited frame was previously invalid (so we may need to repaint // everything) and either the frame index is valid (to know we were doing // blending on the main thread, instead of on the decoder threads in advance), // or the current frame is a full frame (blends off the main thread). // // If for some reason we forget to reset aState.mCompositedFrameInvalid, then // GetCompositedFrame will fail, even if we have all the data available for // display. if (currentFrameEndTime > aTime && aState.mCompositedFrameInvalid) { aState.mCompositedFrameInvalid = false; ret.mDirtyRect = IntRect(IntPoint(0, 0), mSize); } MOZ_ASSERT(!aState.mIsCurrentlyDecoded || !aState.mCompositedFrameInvalid); return ret; } LookupResult FrameAnimator::GetCompositedFrame(AnimationState& aState, bool aMarkUsed) { LookupResult result = SurfaceCache::Lookup( ImageKey(mImage), RasterSurfaceKey(mSize, DefaultSurfaceFlags(), PlaybackType::eAnimated), aMarkUsed); if (result) { // If we are getting the frame directly (e.g. through tests or canvas), we // need to ensure the animation is marked to allow advancing to the next // frame. result.Surface().MarkMayAdvance(); } if (aState.mCompositedFrameInvalid) { MOZ_ASSERT(StaticPrefs::image_mem_animated_discardable_AtStartup()); MOZ_ASSERT(aState.GetHasRequestedDecode()); MOZ_ASSERT(!aState.GetIsCurrentlyDecoded()); if (result.Type() == MatchType::EXACT) { // If our composited frame is marked as invalid but our frames are in the // surface cache we might just have not updated our internal state yet. // This can happen if the image is not in a document so that // RequestRefresh is not getting called to advance the frame. // RequestRefresh would result in our composited frame getting marked as // valid either at the end of RequestRefresh when we are able to advance // to the current time or if advancing frames eventually causes us to // decode all of the frames of the image resulting in DecodeComplete // getting called which calls UpdateState. The reason we care about this // is that img.decode promises won't resolve until GetCompositedFrame // returns a frame. OrientedIntRect rect = OrientedIntRect::FromUnknownRect( aState.UpdateStateInternal(result, mSize)); if (!rect.IsEmpty()) { nsCOMPtr eventTarget = do_GetMainThread(); RefPtr image = mImage; nsCOMPtr ev = NS_NewRunnableFunction( "FrameAnimator::GetCompositedFrame", [=]() -> void { image->NotifyProgress(NoProgress, rect); }); eventTarget->Dispatch(ev.forget(), NS_DISPATCH_NORMAL); } } // If it's still invalid we have to return. if (aState.mCompositedFrameInvalid) { if (result.Type() == MatchType::NOT_FOUND) { return result; } return LookupResult(MatchType::PENDING); } } // Otherwise return the raw frame. DoBlend is required to ensure that we only // hit this case if the frame is not paletted and doesn't require compositing. if (!result) { return result; } // Seek to the appropriate frame. If seeking fails, it means that we couldn't // get the frame we're looking for; treat this as if the lookup failed. if (NS_FAILED(result.Surface().Seek(aState.mCurrentAnimationFrameIndex))) { if (result.Type() == MatchType::NOT_FOUND) { return result; } return LookupResult(MatchType::PENDING); } return result; } } // namespace image } // namespace mozilla